Docs
r182
Docs
r182
Inputs & Accessors
Model/Object
objectWorldMatrix
modelPosition
modelViewProjection
objectDirection
modelViewPosition
objectPosition
highpModelViewMatrix
objectViewPosition
modelViewMatrix
highpModelNormalViewMatrix
modelDirection
modelWorldMatrixInverse
modelRadius
modelNormalMatrix
modelWorldMatrix
mediumpModelViewMatrix
objectScale
modelScale
objectRadius
Render/Screen/Viewport
viewportDepthTexture
viewportSharedTexture
velocity
frameId
cameraViewport
frameGroup
viewportTexture
backgroundBlurriness
viewportSize
faceDirection
screenUV
drawIndex
frontFacing
screenCoordinate
viewport
pointWidth
viewportMipTexture
viewportSafeUV
screenSize
viewportLinearDepth
toneMappingExposure
viewportUV
viewportCoordinate
pointUV
backgroundIntensity
backgroundRotation
deltaTime
Camera
cameraWorldMatrix
cameraProjectionMatrixInverse
cameraProjectionMatrix
cameraViewMatrix
cameraFar
cameraNear
cameraPosition
cameraNormalMatrix
cameraIndex
Local/Transformed Coordinates
normalViewGeometry
normalWorld
transformedBitangentView
bitangentLocal
transformedNormalWorld
positionWorld
clearcoatNormalView
tangentWorld
transformedBentNormalView
bentNormalView
normalWorldGeometry
transformedClearcoatNormalView
positionView
transformedNormalView
normalLocal
transformedTangentView
positionViewDirection
positionWorldDirection
positionLocal
positionPrevious
normalView
transformedTangentWorld
bitangentWorld
tangentView
shadowPositionWorld
bitangentView
transformedBitangentWorld
Lighting
lightViewPosition
lightTargetPosition
lightProjectionUV
lightShadowMatrix
lightPosition
Depth
viewZToLogarithmicDepth
viewZToPerspectiveDepth
depthPass
viewZToOrthographicDepth
depth
linearDepth
Geometry Attribute
vertexIndex
instancedBufferAttribute
vertexColor
instance
attribute
bitangentGeometry
normalGeometry
uv
instanceIndex
tangentLocal
buffer
instancedMesh
skinning
positionGeometry
tangentGeometry
instancedDynamicBufferAttribute
General Input
mx_unifiednoise2d
directionToFaceDirection
interleavedGradientNoise
mx_timer
materialReference
subgroupInclusiveAdd
mx_invert
builtinAOContext
uniformArray
mx_divide
stepElement
subgroupElect
mx_modulo
subgroupInclusiveMul
inverse
PI2 (TWO_PI)
subgroupMax
replaceDefaultUV
mx_unifiednoise3d
PI2
mx_subtract
mx_transform_uv
time
HALF_PI
lightProjectionUV
uniformCubeTexture
subgroupOr
subgroupMin
mx_place2d
textureLevel
nodeObjectIntent
subgroupBroadcast
uniformFlow
mx_ramp4
subgroupShuffle
intBitsToFloat
screenDPR
mx_ifgreatereq
mx_separate
userData
mx_ifequal
Stack
mx_ifgreater
EPSILON
textureBicubic
uniform
color
builtinShadowContext
subgroupBallot
PI
vertexStage
uniformTexture
vogelDiskSample
subgroupMul
subgroupShuffleXor
subgroupExclusiveMul
subgroupBroadcastFirst
mx_rotate2d
mx_frame
subgroupShuffleDown
builtin
mx_atan2
OnBeforeObjectUpdate
INFINITY
OnBeforeMaterialUpdate
subgroupShuffleUp
subgroupXor
addMethodChaining
subgroupExclusiveAdd
scriptableValue
Material Property
materialLineDashOffset
materialPointSize
anisotropy
materialNormal
materialLineDashSize
iridescenceThickness
materialTransmission
materialLineWidth
transmission
materialRoughness
materialIridescenceIOR
materialLineGapSize
materialAnisotropy
roughness
materialSpecularColor
metalness
materialSheenRoughness
inverseSqrt
materialEnvIntensity
materialReflectivity
iridescenceIOR
materialThickness
materialClearcoat
anisotropyT
alphaT
materialIridescence
materialRotation
materialAnisotropyVector
materialLightMap
materialSpecularIntensity
materialShininess
sheenRoughness
materialSpecular
specularColor
clearcoat
gapSize
materialLineScale
materialReference
dispersion
attenuationDistance
attenuationColor
materialAttenuationDistance
materialSpecularStrength
materialRefractionRatio
materialEnvRotation
dashSize
materialOpacity
diffuseColor
anisotropyB
materialSheen
specularF90
materialMetalness
materialAlphaTest
sheen
materialClearcoatRoughness
shininess
materialClearcoatNormal
emissive
materialAO
materialColor
materialEmissive
inversesqrt
materialIOR
materialIridescenceThickness
materialAttenuationColor
clearcoatRoughness
ior
materialDispersion
Mathematical Operations
Rounding and Range Operations
fract
max
smoothstepElement
ceil
trunc
smoothstep
min
range
floor
step
sign
clamp
round
saturate
Trigonometric Functions
asin
acos
atan
tan
cos
sin
Powers and Logarithms
mx_power
pow4
exp
mx_safepower
inverseSqrt
log2
exp2
pow3
pow2
log
cbrt
sqrt
pow
Vector and Matrix Operations
distance
determinant
dot
difference
lengthSq
length
faceforward
transpose
normalize
TBNViewMatrix
vectorComponents
cross
split
Bitwise Operations
shiftRight
bitOr
countOneBits
shiftLeft
bitXor
bitAnd
bitNot
packHalf2x16
countLeadingZeros
unpackUnorm2x16
packUnorm2x16
unpackSnorm2x16
countTrailingZeros
unpackHalf2x16
xor
Coordinate and Value Transformations
colorToDirection
transformNormal
getViewPosition
directionToColor
remap
getScreenPosition
radians
spherizeUV
refract
logarithmicDepthToViewZ
degrees
orthographicDepthToViewZ
rotate
reflect
remapClamp
billboarding
mx_rotate3d
transformNormalToView
perspectiveDepthToViewZ
transformDirection
Basic Arithmetic
add
reciprocal
mx_add
mx_multiply
mod
oneMinus
mul
remainder
abs
negate
sub
div
Logic & Flow Control
Logic
and
not
any
all
or
Comparison
equal
greaterThanEqual
greaterThan
notEqual
lessThanEqual
lessThan
Flow
decrement
Continue
decrementBefore
stack
If
Break
loop
output
Discard
incrementBefore
Return
assign
Loop
Switch
select
increment
Lighting & Shading
Fog
rangeFogFactor
fog
densityFogFactor
Shadows
pointShadow
BasicPointShadowFilter
VSMShadowFilter
PCFShadowFilter
PCFSoftShadowFilter
PointShadowFilter
shadow
BasicShadowFilter
Reflection / Refraction
reflector
reflectView
parallaxDirection
textureCubeUV
refractVector
reflectVector
refractView
getParallaxCorrectNormal
Normals & Roughness
normalFlat
bentNormalView
getGeometryRoughness
faceForward
getRoughness
getNormalFromDepth
Lighting Calculations
directPointLight
lightTargetDirection
lights
toonOutlinePass
getDistanceAttenuation
getShIrradianceAt
lightingContext
BRDF/BSDF
V_GGX_SmithCorrelated
DFGLUT
Schlick_to_F0
DFGApprox
D_GGX
F_Schlick
BRDF_GGX
iridescence
BRDF_Lambert
thickness
Color Operations
Color Adjustments
unpremultiplyAlpha
cdl
mx_contrast
premultiplyAlpha
saturation
hue
grayscale
blur
premult
luminance
posterize
gain
vibrance
Tone Mapping
agxToneMapping
toneMapping
acesFilmicToneMapping
reinhardToneMapping
cineonToneMapping
renderOutput
neutralToneMapping
linearToneMapping
Blend Modes
mixElement
overlay
screen
blendOverlay
blendScreen
mix
blendColor
blendBurn
blendDodge
Color Spaces
mx_srgb_texture_to_lin_rec709
sRGBTransferEOTF
sRGBTransferOETF
workingToColorSpace
vibrance
convertColorSpace
mx_hsvtorgb
mx_rgbtohsv
unpremult
colorSpaceToWorking
Procedural Generation
Oscillators / Curves
parabola
oscSawtooth
oscTriangle
pcurve
oscSquare
oscSine
sinc
Patterns
mx_ramplr
checker
shapeCircle
mx_ramptb
mx_aastep
Noise
mx_fractal_noise_float
mx_fractal_noise_vec4
mx_worley_noise_vec3
mx_worley_noise_vec2
mx_worley_noise_float
hash
mx_cell_noise_float
triNoise3D
mx_fractal_noise_vec2
rand
mx_noise_vec3
mx_noise_vec4
mx_noise_float
mx_fractal_noise_vec3
Type Conversion
Node
uvec2
ivec2
bvec4
uvec4
mat2
bvec2
int
ivec3
bvec3
packSnorm2x16
ivec4
vec3
uvec3
floatBitsToUint
vec4
convert
uint
bitcast
vec2
mat4
float
uintBitsToFloat
mat3
floatBitsToInt
bool
Advanced & GPGPU
Advanced Techniques
computeSkinning
batch
morphReference
Core
subgroupAny
compute
outputStruct
textureBarrier
computeKernel
subgroupAll
ComputeNode
workgroupBarrier
mrt
subgroupAnd
subgroupAdd
storageBarrier
Atomic Operations
atomicAnd
atomicAdd
atomicXor
atomicOr
atomicStore
atomicLoad
atomicSub
atomicMin
atomicMax
Data Structures
nodeArray
textureStore
dynamicBufferAttribute
arrayBuffer
instancedArray
attributeArray
workgroupArray
referenceBuffer
bufferAttribute
storage
storageTexture
element
array
Built-in Variables
workgroupId
subgroupIndex
subgroupSize
invocationSubgroupIndex
globalId
invocationLocalIndex
localId
numWorkgroups
Framework & Utilities
Function & Code Injection
scriptable
atomicFunc
expression
call
wgsl
OnMaterialUpdate
glslFn
wgslFn
js
overloadingFn
subBuild
Fn
code
glsl
subgroupSize
OnObjectUpdate
Construction & Management
getShadowMaterial
renderGroup
defaultShaderStages
defaultBuildStages
setCurrentStack
getCurrentStack
NodeShaderStage
uniformGroup
getTextureIndex
defined
NodeAccess
getConstNodeType
NodeType
NodeUpdateType
objectGroup
getShadowRenderObjectFunction
rendererReference
ScriptableNodeResources
Debugging & Optimization
VarIntent
pass
mx_splittb
setName
Var
mx_splitlr
passTexture
bypass
label
convertToTexture
nodeImmutable
debug
rtt
sharedUniformGroup
cache
Node Structure & Metadata
nodeProxyIntent
string
Const
struct
nodeObjects
shaderStages
ShaderNode
varying
varyingProperty
namespace
reference
nodeObject
range
nodeProxy
context
property
parameter
Deprecation Node
storageObject
viewportBottomLeft
timerDelta
atan2
append
densityFog
cond
temp
modInt
tslFn
rangeFog
cubeToUV
DFGApprox
timerGlobal
remainder
uniforms
burn
dodge
addNodeElement
viewportTopLeft
timerLocal
equals
viewportResolution
Node Material
Node
VolumeNodeMaterial
MeshSSSNodeMaterial
MeshMatcapNodeMaterial
MeshPhongNodeMaterial
MeshPhysicalNodeMaterial
MeshBasicNodeMaterial
NodeMaterial
Line2NodeMaterial
MeshStandardNodeMaterial
LineBasicNodeMaterial
LineDashedNodeMaterial
LineDashedNodeMaterial
MeshNormalNodeMaterial
MeshToonNodeMaterial
SpriteNodeMaterial
MeshLambertNodeMaterial
PointsNodeMaterial
ShadowNodeMaterial
Texture & Sampling
Node
cubeToUV
dFdx
spritesheetUV
getDirection
bumpMap
texture
equirectUV
samplerComparison
textureBicubic
cubeTexture
rotateUV
textureSize
parallaxUV
triplanarTexture
textureBicubicLevel
mx_transform_uv
dFdy
mx_heighttonormal
sampler
textureLoad
pmremTexture
texture3D
cubeTextureBase
sample
maxMipLevel
matcapUV
triplanarTextures
normalMap
fwidth